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  <!-- Royalty and throne -->
  <ThroneMaxSatisfiedTitle>Satisfies title</ThroneMaxSatisfiedTitle>
  <ThroneRoomImpressivenessInfo>({0} impressiveness)</ThroneRoomImpressivenessInfo>
  <ThroneMustBePlacedInside>Throne must be placed indoors.</ThroneMustBePlacedInside>
  <MinimumRoyalTitleInspectString>Minimum title ({FACTION_name}): {TITLE}</MinimumRoyalTitleInspectString>
  <RequiresTradePermission>Trading here requires title: {0}</RequiresTradePermission>
  <RequirementPersonalBedroom>Personal bedroom (partner allowed)</RequirementPersonalBedroom>
  
  <!-- Generated neurotrainers -->
  <PsycastNeurotrainerLabel>psytrainer ({0})</PsycastNeurotrainerLabel>
  <PsycastNeurotrainerUseLabel>Use psytrainer to learn {0} psycast</PsycastNeurotrainerUseLabel>
  <PsycastNeurotrainerDescription>A one-use super-dose of mechanites which trains a specific psychic power.\n\nThe dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific ability, transmuting themselves into neural tissue as needed.\n\n{PSYCAST_label}\n\n{PSYCASTDESCRIPTION}</PsycastNeurotrainerDescription>
  <AbilityNeurotrainerUsed>{USER_labelShort} used neurotrainer to learn the {1} power.</AbilityNeurotrainerUsed>
  <PsycastNeurotrainerNoPsylink>Requires psylink</PsycastNeurotrainerNoPsylink>
  <PsycastNeurotrainerAbilityAlreadyLearned>{USER_labelShort} already knows {1}.</PsycastNeurotrainerAbilityAlreadyLearned>

  <Reward_RoyalFavor>whoever accepted the quest will receive {1} {0_royalFavorLabel} from {0_name}</Reward_RoyalFavor>
  <Reward_RoyalFavor_ChoosePawn>you may choose one of the participating {2} to receive {1} {0_royalFavorLabel} from {0_name}</Reward_RoyalFavor_ChoosePawn>
  
  <!-- Ship landing beacons -->
  <NotUsable>Not usable</NotUsable>
  <Unpowered>unpowered</Unpowered>
  <BlockedByRoof>blocked by roof</BlockedByRoof>
  <TooCloseToOtherBeacon>Too close to other beacon</TooCloseToOtherBeacon>
  
  <!-- Meditation -->
  <Psyfocus>Psyfocus</Psyfocus>
  <PsyfocusLabelGizmo>Psyfocus</PsyfocusLabelGizmo>
  <PsyfocusDesc>Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychic powers, but has no other consequences.\n\nHigher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation</PsyfocusDesc>
  <PsyfocusLevelInfoRange>{0}-{1}%</PsyfocusLevelInfoRange>
  <PsyfocusLevelInfoPsycasts>Up to level {0} powers.</PsyfocusLevelInfoPsycasts>
  <PsyfocusLevelInfoFallRate>Psyfocus falls at {0} per day.</PsyfocusLevelInfoFallRate>
  <UserMeditationFocusStrength>Meditation focus strength for {LASTUSER_labelShort}</UserMeditationFocusStrength>
  <MeditationFocusImpacted>Focus effect impacted by</MeditationFocusImpacted>
  <MeditationFocusPerAnimusStoneAbstract>{1} per nearby animus stone (max {0})</MeditationFocusPerAnimusStoneAbstract>
  <MeditationFocusPerAnimusStone>{2} per nearby animus stone ({0} / {1})</MeditationFocusPerAnimusStone>
  <MeditationFocusPerAnimusStoneAndShrineAbstract>Per nearby animus stone {2}, nature shrine {1} (max {0})</MeditationFocusPerAnimusStoneAndShrineAbstract>
  <MeditationFocusPerAnimusStoneAndShrine>Per nearby animus stone {3}, nature shrine {2} ({0} / {1})</MeditationFocusPerAnimusStoneAndShrine>
  <MeditationFocusPerSculptureAbstract>Max {1} per nearby sculpture depending on quality (max {0})</MeditationFocusPerSculptureAbstract>
  <MeditationFocusPerSculpture>Max {2} per nearby sculpture depending on quality ({0} / {1})</MeditationFocusPerSculpture>
  <MeditationFocusPerGraveAbstract>Per nearby grave {1} if empty, {2} for human corpse (up to {0})</MeditationFocusPerGraveAbstract>
  <MeditationFocusPerGrave>Per nearby grave {2} if empty, {3} for human corpse ({0} / {1})</MeditationFocusPerGrave>
  <MeditationFocusPerFlameAbstract>{1} per nearby lit flame source (up to {0})</MeditationFocusPerFlameAbstract>
  <MeditationFocusPerFlame>{2} per nearby lit flame source ({0} / {1})</MeditationFocusPerFlame>
  <PsyfocusPerDayOfMeditation>Psyfocus gain rate: {0}/d</PsyfocusPerDayOfMeditation>
  <DesiredPsyfocus>Desired psyfocus</DesiredPsyfocus>
  <DesiredPsyfocusDesc>Click to set desired psyfocus.</DesiredPsyfocusDesc>

  <AbilitySpeechDisabledNoThroneAssigned>no throne assigned.</AbilitySpeechDisabledNoThroneAssigned>
  <AbilitySpeechDisabledNoThroneIsNotAccessible>throne is not accessible.</AbilitySpeechDisabledNoThroneIsNotAccessible>
  <AbilitySpeechDisabledNoThroneUndignified>throne not usable because it is undignified.</AbilitySpeechDisabledNoThroneUndignified>
  <AbilitySpeechDisabledAlreadyGivingSpeech>already giving a speech.</AbilitySpeechDisabledAlreadyGivingSpeech>
  <AbilitySpeechDisabledAnotherGatheringInProgress>another gathering is in progress.</AbilitySpeechDisabledAnotherGatheringInProgress>
  <AbilitySpeechCooldown>Next speech ready in</AbilitySpeechCooldown>
  <AbilitySpeechPossibleOutcomes>Outcome chances</AbilitySpeechPossibleOutcomes>
  <AbilitySpeechStatInfo>{ORGANIZER_labelShort}'s {1} stat</AbilitySpeechStatInfo>
  <AbilitySpeechTargetsLabel>Initiated at</AbilitySpeechTargetsLabel>
  <AbilitySpeechTargetDescThrone>Dignified throne</AbilitySpeechTargetDescThrone>
  
  <RitualDisabledNoAltar>no accessible altar.</RitualDisabledNoAltar>
  <RitualBestowingCeremony>Bestowing Ceremony</RitualBestowingCeremony>

  <TotalMeditationToday>Total meditation today: {0} (progress multiplier {1})</TotalMeditationToday>
  <ProgressToNextSubplant>progress {0}</ProgressToNextSubplant>
  <BeginLinkingRitualFloatMenu>Begin linking ritual</BeginLinkingRitualFloatMenu>
  <BeginLinkingRitualNeedSubplants>Need {0} {1} here (have {2})</BeginLinkingRitualNeedSubplants>
  <BeginLinkingRitualNeedFocus>Need {0} psylink focus type</BeginLinkingRitualNeedFocus>
  <BeginLinkingRitualMaxPsylinkLevel>Max psylink level</BeginLinkingRitualMaxPsylinkLevel>
  <BeginLinkingRitualNeedLinkSpot>Need a free, reachable spot within 3 cells for linking</BeginLinkingRitualNeedLinkSpot>
  <LetterLabelLinkingRitualCompleted>Linking ritual completed</LetterLabelLinkingRitualCompleted>
  <LetterTextLinkingRitualCompleted>{PAWN_labelShort} has completed the linking ritual with {LINKABLE_labelShort}.\n\n{PAWN_pronoun} now has an upgraded psylink, permitting the use of new psychic powers.</LetterTextLinkingRitualCompleted>
  <LetterTextLinkingRitualCompletedAnimaGrass>Additionally, {0} anima grass has been restored.</LetterTextLinkingRitualCompletedAnimaGrass>

  <LandHere>Land shuttle here</LandHere>
  <MessageShuttleDestinationIsTooFar>Destination is out of range.</MessageShuttleDestinationIsTooFar>

  <BeginCeremony>Start bestowing ceremony for {0_labelShort}</BeginCeremony>
  <BestowingCeremonyThroneroomRequirementsNotSatisfiedShort>{PAWN_definite}'s throneroom does not satisfy the requirements of the title of {TITLE}.</BestowingCeremonyThroneroomRequirementsNotSatisfiedShort>
  <BestowingCeremonyThroneroomRequirementsNotSatisfied>The bestower is offended that {PAWN_definite}'s throneroom does not satisfy the requirements of the title of {TITLE}. The bestowing ceremony has been cancelled.</BestowingCeremonyThroneroomRequirementsNotSatisfied>
  <BestowingCeremonyLabel>bestowing ceremony</BestowingCeremonyLabel>
  <BestowingOutcomeQualitySpecific>Bestowing ceremony total quality was {0}, determined by these factors</BestowingOutcomeQualitySpecific>
  
  <RitualTargetAnimaTreeNoPawnsToLink>No colonists that can link with anima tree right now.</RitualTargetAnimaTreeNoPawnsToLink>
  <RitualTargetAnimaTreeNoPawnsWithNatureFocus>No colonists with the natural meditation focus type.</RitualTargetAnimaTreeNoPawnsWithNatureFocus>
  <RitualTargetAnimaTreeNotEnoughAnimaGrass>Need at least {0} anima grass.</RitualTargetAnimaTreeNotEnoughAnimaGrass>
  <RitualTargetAnimaTreeInfo>an anima tree</RitualTargetAnimaTreeInfo>
  <RitualTargetAnimaTreeMustBeCapableOfNature>Must be a colonist with the natural meditation focus type who is below maximum psylink level.</RitualTargetAnimaTreeMustBeCapableOfNature>
  <RitualTargetAnimaTreeMustBePsychicallySensitive>Must not be psychically deaf.</RitualTargetAnimaTreeMustBePsychicallySensitive>

  <AnimaLinkingExplanationBase>The anima linking ceremony is more powerful with more participants. The more people participate, the less time the ceremony takes, and the more anima grass will grow.\n\nWith {0} additional participants, {1} anima grass will be restored at the end of the ceremony.</AnimaLinkingExplanationBase>
  <ShuttleRequiredItemsNotSatisfied>Not all required cargo is loaded yet!</ShuttleRequiredItemsNotSatisfied>

  <AbilityNoEntropyToDump>no heat to dump.</AbilityNoEntropyToDump>

  <LevelNum>level {0}</LevelNum> <!-- Psylink level as reported in health tab-->

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